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GPU: Implement the Incoming/FinishedPrimitiveBatch debug breakpoints.
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@ -173,6 +173,9 @@ void Maxwell3D::ProcessQueryGet() {
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void Maxwell3D::DrawArrays() {
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void Maxwell3D::DrawArrays() {
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LOG_WARNING(HW_GPU, "Game requested a DrawArrays, ignoring");
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LOG_WARNING(HW_GPU, "Game requested a DrawArrays, ignoring");
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if (Tegra::g_debug_context) {
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Tegra::g_debug_context->OnEvent(Tegra::DebugContext::Event::IncomingPrimitiveBatch, nullptr);
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}
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auto& fragment_shader = state.shader_stages[static_cast<size_t>(Regs::ShaderStage::Fragment)];
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auto& fragment_shader = state.shader_stages[static_cast<size_t>(Regs::ShaderStage::Fragment)];
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auto& tex_info_buffer = fragment_shader.const_buffers[regs.tex_cb_index];
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auto& tex_info_buffer = fragment_shader.const_buffers[regs.tex_cb_index];
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@ -215,6 +218,10 @@ void Maxwell3D::DrawArrays() {
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tex_info.tic_id.Value(), tex_info.tsc_id.Value(), tic_entry.Address());
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tex_info.tic_id.Value(), tex_info.tsc_id.Value(), tic_entry.Address());
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}
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}
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}
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}
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if (Tegra::g_debug_context) {
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Tegra::g_debug_context->OnEvent(Tegra::DebugContext::Event::FinishedPrimitiveBatch, nullptr);
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}
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}
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}
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void Maxwell3D::BindTextureInfoBuffer(const std::vector<u32>& parameters) {
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void Maxwell3D::BindTextureInfoBuffer(const std::vector<u32>& parameters) {
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